Why don't they just make it so you have Space points and Ground points as two separate types of points? Ground missions give ground points and space missions give space points. Give each tree a reasonable cap. There's not really a balance issue in having a character being good at both, because well... PVE isn't competitive so balance doesn't really matter, and PVP players will continue to specialize. It seems like a simple solution, and makes logical sense. Why should I get better at starship energy weapons after throwing a few grenades?

I belive this has been has been mentioned before and seems like a decent idea.

But as I have mentioned before skilled pvp'rs don't need that little extra in points. Timing and distance on target will always keep good escort pilots on top. And good timing on stacking resists and crowd control will keep good sci and cruiser captains on top.

Before the spec changes with season5 I would regularly hop in a ship I was not spec'd into and use skills that were not max'd, I have always been able to be effective.

But that's only after I took 6 months to learn how to fly a ship in the game. Go cut your teeth new pvp'rs, do not support changes that will detract from other peoples gamelay.

I think other mmo's don't face this particular problem. I can't think of one that has had a split in gameplay between ground and air like this one. Who has? And what feedback can you give if you have?

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I loved WC(1990) was my favorite. Did so well in one mission (it was luck) that it opened a easter Egg cut scene where the Commander of the TCS Tiger Claw used the phrase, " Damn I love that Boy!" after the after mission was over.
All of them where excellent games. Too bad the movie sucked wind.

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I loved WC(1990) was my favorite. Did so well in one mission (it was luck) that it opened a easter Egg cut scene where the Commander of the TCS Tiger Claw used the phrase, " Damn I love that Boy!" after the after mission was over.
All of them where excellent games. Too bad the movie sucked wind.

I'm sorry, but I don't really like the way this discussion keeps getting derailed simply because some folks are getting hung up on simple words. They are merely descriptors and, at least in this case, they describe things quite well within a very constructive post.

Bottom line for me - skill point reductions will not help casual gamers in PvP at all, indeed PvP is going to get a lot harder for the casual gamer (and brutal given the grind entry level requirements for the new f2p guy) in PvP, not easier. It looks to me like this is basically a return to Season 1 style PvP, which was rigid meaning a character had a fixed ship and style, and gimmick meaning a lot of one trick pony templates. The suggestion that PvP in ground is going to get more active is highly laughable, and STFs barely help people PvP on the ground better. Ground PvP is a true art form in STO where teams dominate pugs in an unforgiving fashion, way more so than space PvP. A solid, experienced and organized group in ground PvP cannot be beaten by PUGs ever, and it's rarely if even close to competitive. Without serious incentive, new players aren't coming to that PvP meat grinder anytime soon.

Why has PvP been a ghost town since Season 1? Because there is no game incentive to PvP in STO and hasn't been since Season 1. Even with new incentives though, PvP is unlikely to have a larger active population in STO until there are fleet level objectives that drives casual players towards team play in PvP, because as it has always been - organized teamwork is the single greatest factor that players have control of with the most influence in the outcome of a PvP match. A team of PUGs that includes a few great players can lose to a team that is organized, even if the organized team is made up of average players.

I realize Cryptic doesn't actually care about PvP gameplay in STO though; they certainly have made that clear considering there are exactly the same number of available maps in STO PvP in Season 5 as there were at launch of the game (all that has happened was they traded the space mine Cap&Hold map for the ground assault Cap&Hold map). Skill point changes will not help STO PvP in balance or participation in a positive way. Geko's suggestion otherwise is silly - and folks buying into his suggestion will be disappointed.

and for us old hands at PVP, who stopped a long time ago simply because of these truths.

This is the different between "Constructive Criticism" (feedback that gets paid attention to) and "Flaming" (feedback that gets ignored).

Just based on the way you made your arguement, your suggestion is either ignorant or idiotic. (See what I did there?)

Try putting your points in a constructive way, not a way that attacks others.

Since you offer no bias for the continued discussion, perhaps you should just read and cease to distract from the issue presented.

His point is valid, it was proven when the pvp community battle the dev's and we found out, they don't play their own game. only 2 had actual max level characters. Meaning they dont play their finished game so they have no true idea of the actual mechanics that they were causing to happen.

Sure they design it, but since they do such poor testing of it in a real enviroment, it explained a great deal after that battle to those of the PVP heavy community why things were, how they were. The recent tribble server was the first "real" step in making a true testing enviroment that is equal to your live server.

Have we forgotten the complete debaucles of the former patches, of how many things broke? and stayed broke, some which are still broke 2 years after launch? That leads credence to what is stated. Not his fault you may not like how it is put, It still speaks of truth adue to simple past experiences and history of how things have been handled. If you have a problem with that neighbor, well get a job at Cryptic and see what you can do to change it, otherwise, dont be nit picking others for being honest in their own words. I would rather read that then those who "cloud" up the issue.